The character you envision.
“Absolutely packed with great new character options! This is a must-have for those interested in getting the most out of their Numenera experience.”“A wonderful compliment to the core rulebook.”“A great source of new options for your PCs.”
Every player... [click here for more]

The Ninth World is full of wonders and dangers. Just how far will your heroes go to explore them all? How many traps will they disarm, how many ancient tombs unearth? And while doing so, will they ever stop and think about the consequences of their actions? How many bridges will they burn to get treasures, knowledge and glory?
This campaign consists of 5 linked scenarios that can be also played separately.... [click here for more]

The Ninth World Guidebook takes your Numenera campaign into uncharted territory, literally expanding the setting beyond the borders of the corebook’s maps. This 256-page tome—more than half again the size of previous Numenera hardcover supplements— explores lands hinted at in previous books, opens new territories, and adds detail to those already discussed.... [click here for more]

Descent into a mysterious crack in the ground and survive in an alien world beneath! This Cypher System Adventure comes from the author of "The Bridges we Burn – a Numenera Adventure” and is designed for Tier 2 characters. It takes about 3-5 hours to complete and can be easily adapted for any of the official Cypher System settings.
Discover an ancient, mysterious and gigantic machine,... [click here for more]

THERE HAVE BEEN EIGHT PREVIOUS WORLDS.
Each world stretched across vast millennia of time. Each played host to a race whose civilizations rose to supremacy but eventually died or scattered, disappeared or transcended. During the time each world flourished, those that ruled it spoke to the stars, reengineered their physical bodies, and mastered form and essence, all in their own unique... [click here for more]

Build encounters quickly and easily, or create them randomly on the fly. Then give your players a look at their foes before plunging into combat.
This deck contains 99 of the most commonly encountered creatures in the Ninth World, drawn from both the Numenera corebook and The Ninth World Bestiary. When you need to build an encounter (either when prepping your game or at the... [click here for more]

Translating to a new recursion? It's not just about visiting—it's about becoming a part of it. About changing yourself.
Players want options—especially in The Strange, where their characters’ foci can shift with each new limited world they visit. Character options are what In Translation delivers! This book provides a bounty of new material and new choices to help make... [click here for more]

Hundreds of new cyphers, artifacts, and oddities for your Ninth World campaign!
The namesake of the entire game line, the “numenera” are artifacts, oddities, and little bits of almost magic-like technology left to the Ninth World by a billion years of previous civilizations. Now the Ninth World’s foremost expert, the redoubtable (though perhaps not entirely sane) Sir Arthour,... [click here for more]

Submerge yourself and set sail into the sands, sky, sea and even into space! Naval Encounters provides you with a comprehensive look at how to insert vessels of any kind into your campaign. This book will be an asset to any voyage-based campaign.
Set sail into the Ninth World and discover what awaits!
• New character customization options
• Ecosystems and lands for... [click here for more]

A mundane-seeming crime masks a sinister plot—and sends characters racing across a dozen realities in a bid to save the Earth!
Spiral dust is an incredible high. Wonderful. Transcendent. Orgasmic. That’s what users claim, eyes wide to reveal blue fractals instead of irises. Spiral dust addiction is on the rise. But why? Who is the Dustman who deals this strange substance from the shadows?... [click here for more]

What if I told you there is a world below this one? A world with its own sun? Full of strange peoples, amazing discoveries, and unspeakable horror? Finding your way down to this world is almost impossible.Finding a way back up, well, that’s worse.
The Sun Below: City on the Edge, is an epic adventure for Numenera that takes place deep below the surface of the Ninth World.... [click here for more]

A night of gaming that's as easy to set up as a board game. Just add gamers!
What’s the hardest part of running an RPG? It has to be the preparation. Unlike a board game, you can't just spontaneously decide to play—because someone has to have spent hours preparing an adventure first.
But what if running a great game didn’t require any more time for the game master than... [click here for more]

What will your Cypher System campaign be?
A Cypher System campaign of Victorian horror? High fantasy? Espionage? Galaxy-spanning space opera? With the Cypher System Rulebook, running any of those is as easy as running or playing The Strange or Numenera . Take the Cypher System to the limits of your imagination with this hefty rulebook that extends the system to fantasy, science-fiction,... [click here for more]

Dark, Mysterious, and Filled With the Unknown
The people of the prior worlds reached for the stars. They engineered our world and others, opened doorways to other dimensions, and rewrote the laws of time and space. The remnants of these efforts litter the Ninth World, but they aren’t limited to Earth. Through the magic of the numenera left behind by the ancients, the stars can be plied.... [click here for more]

XP Cards with Added Effects!
Requires the Cypher System Rulebook from Monte Cook Games.Note: While this product now has a print option, it still includes the black-and-white version of the .pdf along with the color copy, to ease the ink-burden on home printing!
The Cypher System encourages the use of XP in many different ways, but it can be easy for players to fall... [click here for more]

Hold On To Your Sanity!Requires the Cypher System Rulebook from Monte Cook Games.Welcome to Creedmore Asylum! The year is 1935. Violent storms clash along the eastern seaboard, when you and your companions receive a mysterious invitation from a particularly eccentric uncle who has made a SHOCKING discovery at the old, abandoned asylum in upstate New York.... [click here for more]

Rusthaven is a sourcebook for the roleplaying game Numenera and adds new creatures, organisations, descriptors and foci, new NPCs, a completely new set of Iron Wind-caused mutations known as ‘corrosions’ and, of course, the location of Rusthaven itself. It covers multiple types of Iron Wind, how society reacts to them and the prejudices that exist out of fear and ignorance towards the Wind... [click here for more]

STRONG, FIERCE GLAIVES. REALITY-BENDING NANOS. JACKS OF ALL TRADES.
The characters of the NumeneraTM RPG are varied and intriguing—and there are so many options! Even after you choose to be a glaive, will you be a Charming glaive who Leads, a Learned glaive who Wields Two Weapons at Once, or a Graceful glaive who Rides the Lightning?
Create characters, explore the setting, and learn... [click here for more]

New cyphers to use in your Numenera game.
Cyphers are one-use, cobbled-together bits of technology that characters frequently discover and use. Many groups will burn through cyphers quite quickly, so the addition of fifty new cyphers is a welcome way to spice up a Numenera campaign with interesting abilities for players and new ideas to make stories... [click here for more]

Numenera items to use in your Numenera game.The Artifacts and Oddities Collection I is a companion to the The Cypher Collection I, another compilation of new devices to use in your Numenera games. In this collection, you’ll find more than thirty brand new artifacts that can be added into any campaign. Additionally, you’ll find... [click here for more]

"One of the best bestiaries I've ever encountered for any game, in any genre!""Brilliantly showcases how beautiful and bizarre the earth will be in one billion years.""Beautifully illustrated and full of imaginative creatures."
The weird, the wondrous, and the downright scary: 130 new... [click here for more]

The Weird and the Wonderful for Numenera
The key to a great Numenera campaign is to fill it full of wonderful, mind-blowing, weird ideas. And this product is full of just such things. Inside, you'll find a discussion of the weird, as well as literally hundreds of ideas to select (or randomly generate) the weird aspects of ancient places, communities, NPCs, creatures, wilderness... [click here for more]

“Hands down the best RPG rules system and setting I've ever run.”“The whole ability to basically go anywhere that one could possibility want to go, from any fictional world or alternate setting or imaginary realm, is amazing.”“After reading The Strange from cover to cover, I am looking forward to running and playing The Strange... [click here for more]

A clever prop can add a sense of veracity and mystery to your game. The Estate Dossiers can be printed or copied, maybe tossed into a manila folder, then given to players at just the right time: when their characters ransack an NPC’s office or get handed a folder of documents to prepare for their next Estate mission.
The package contains the following dossiers and other props, written... [click here for more]

What will you find as you venture into Earth’s shoals?
Witch covens battle in the mammoth city of Halloween. Nazis struggle to master mythological relics in the Eleventh Reich. T. rexes hunt hominids on the tropical island of Mesozoica, while skyships fend off pirates and predators in the tempestuous cloud seas of Seishin Shore.
In The Strange, recursions—limited pocket dimensions... [click here for more]

The sixth issue of the CypherCaster Magazine, our extra-sized first anniversary issue, includes:
MCG Product Preview - Summer 2016, Focus on the upcoming Gods of the Fall with an excerpt of fiction by Bruce R. Cordell and our review of the new Divine Dominion mechanic.
The latest Streets of Qi, by Chris Fitzgerald, looks at Miranda's House, a boarding house in Qi full of interesting NPCs.... [click here for more]

Explore new lands. Discover new creatures. Unearth new secrets.
The Torment: Tides of Numenera computer game is set in a whole new region of the Ninth World. This book details the weird and fascinating places, people, and creatures first glimpsed in Torment. Discover secrets of the computer game, and explore its world in greater depth and detail. Incorporate the region and its inhabitants... [click here for more]

Document updated to version 1.1 with spelling and grammatical errors corrected, as well as a new percentile-based table for random mutations.
This product is inspired by the four genres presented in the Cypher System Rulebook by Monte Cook Games and by the absence in that book of the popular post-apocalyptic genre. Presented here are not just ideas for how the post-apocalyptic world can look... [click here for more]

Adventure Design in Practice is a structured analysis on my upcoming next adventure that will hit the gaming table with my regular group in three days from the time of writing this. It is my personal preparation work in a documented format with designer notes in a classic game master guide style.
I analyze collaborative storytelling and how it can be fused with more linear story... [click here for more]

All glory to the originators of truth and understanding. Praise to the innovators of steel and synth. Praise to the shapers of flesh, of bone, and of mind. Glory to those who re-sculpted the sustaining earth and the life-giving sun. Praise to the senders of signals, who even now whisper into machine ears and give life to the inanimate. Praise to those who... [click here for more]

Ninth World Assassins is the first release of many to come from Knowledge of the Ninth Publishing. This (6x9) 102 page book contains more than just the methods and philosphy of a Ninth World Assassin.
Rather, this book provides much much more than that, including:
The methods and industry of an assassin
Clients and their relationship to assassins
New character options... [click here for more]

Great moments don't just happen on their own.
GM intrusions offer an opportunity for the Numenera GM to really shine--and for the players to experience incredible turning points in their characters' stories.
But how do you use this feature of the game to its fullest? Taking the Narrative by the Tail offers tips and techniques for great GM intrusions, as well as a... [click here for more]

Goody White's Book of Folk Magic is a Pathfinder-compatible sourcebook written in-character by a knowledgeable witch named Goody White, explaining ways to cure illness, ward off undead, brew a love potion, or afflict your enemies. Translated to Pathfinder RPG game terms by Sean K Reynolds, it presents each of these 45 "folk remedies" as a spell, witch hex, and ritual. Much like actual... [click here for more]

An Ever-Changing Land of Myth and Power
The old stories still live. Tale-tellers practice their art, the constant flux of their tellings and retellings weaving an ever-changing tapestry of myth that shapes the fabric of reality. Landmarks, villages, and even the patterns of stars shift across the landscape, the familiar freely mixes with the mythic, and elements of dim ages stubbornly persist alongside... [click here for more]

A banished power fights to return to the Ninth World.
A fallen moon of The Sun Below begins to stir.
The Knocker at the Door begins to awake.
A Numenera adventure for all tiers.
49 page adventure for all tiers, 16 page bestiary, new numenera, dozens of GM Intrusions, and player handouts.
Who is the Sleeping Lady? What’s in the numenera mines? What is knock, knock, knocking at the... [click here for more]

Horror, Action, and Mystery in the Shoals of Earth!
What’s the hardest part of running a roleplaying game? It has to be the preparation. You can’t just spontaneously say, “Let’s play a roleplaying game” unless someone’s already spent hours preparing an adventure for the group. But what if running a great game didn’t require any more effort for the game master... [click here for more]

WEIRD LOREI choose weird stories because they suit my inclination best – one of my strongest and most persistent wishes being to achieve, momentarily, the illusion of some strange suspension or violation of the galling limitations of time, space, and natural law...
– H.P. Lovecraft
Hydra Team and Wyrd Edizioni are excited to bring you Beyond the Edge #3:... [click here for more]

How powerful can a cypher be?
The namesake of the Cypher System, cyphers are one-use abilities (often in the form of items) that characters gain and use over the course of play. Their effects are esoteric and can vary in power. Fortunately, unlike conventional unchanging character abilities, cyphers can only be used once, so even very powerful cyphers don’t unduly disrupt your game.
Which... [click here for more]

Mjölnir, the hammer of Thor. Aladdin’s lamp. Excalibur. You know they're out there.
They await discovery: Items of power, both legendary and forgotten, forged by the same mythology and fiction that spawned the recursions in which they lie. What would you do with a lich’s phylactery, the ring of Odin, a vorpal sword, the spellbook of Thoth, or the picture of Dorian Gray? What would... [click here for more]

You're stronger as a team when you don't have to make sacrifices.
The Characters: Crews supplement lets a PC party share a fourth option, Crews, while still allowing them the legendary flexibility of the Cypher System's three core choices.
Now you can be a Creative Adept who Rides the Lightning in her Goblin Crew or an Alluring Speaker who is Idolized By Millions in her Musical Crew.
The Crews... [click here for more]

We have more than just monsters for your Cypher game. Armed with suggestions on how to use them in a variety of genres, Cyptids and Creatures I are tied to the Phasic Realm, some are natives that can phase between their reality and ours. Others are invaders using the Phasic as a beachhead before setting their sights on us. We aim for Genre Friendly, instead of Genre Neutral, offering suggestions on... [click here for more]

This is a free preview of Torment: Tides of Numenera—The Explorer's Guide. You can also get the complete book.
Explore new lands. Discover new creatures. Unearth new secrets.
The Torment: Tides of Numenera computer game is set in a whole new region of the Ninth World. This book details the weird and fascinating places, people, and creatures first glimpsed in Torment.... [click here for more]

Build a Character as Wondrous as the Ninth World Itself!
In the tradition of the original Numenera Character Options, this book expands your choices to build a truly creative character. New location-based and racial descriptors, exciting new foci, new organizations, and two new types—the first added to the game since the Numenera corebook—give you more fun, wonderful,... [click here for more]

Head into the Multiverse!
The Ninth World is filled with the bizarre and unexpected. But beyond it, the truly astonishing awaits. Enter a dimension where you exist in three different places simultaneously. A pocket universe that transforms you into living sound. An existence where time carves living beings into separate time streams. Or a world where merely thinking changes reality. How can... [click here for more]

Where will your campaign take you? What worlds will you build?
The dusty, ruined remains of a post-apocalyptic wasteland. The black expanse of a hard-SF solar system. The gritty streets of film noir. Wherever your vision takes you, the Cypher System can take your campaign. Building on the genres explored in the Cypher System Rulebook, Expanded Worlds gives you tailored rules, advice,... [click here for more]

A little sci-fi. A little post-apocalypse. A whole lot of dinosaurs.
Welcome to the Cretaceous. Our ancestors won’t climb down from the trees for another 66 million years, but here we are now. Time travel seemed like a good idea. Exploring the ancient world. Building. Creating an entire society here in the jungles of our primordial Earth. Until those SATI guys messed it all up.
We’ve... [click here for more]

This is a free preview. The full version of Jade Colossus will be out in August.
The essential gamemaster’s companion for adventure building in the weird and wondrous Ninth World
Mysterious, powerful, and usually dangerous, the vast ruins of the prior worlds contain secrets and marvels beyond imagining. Explore one such gigantic ruin—the Jade Colossus—in detail. Or... [click here for more]

Do you want to write better role playing game story plots? Don't have much time but would like to have engaging storylines for your players to explore?
Key highlights:
Harness your full personal capability using keyword association
Write fast - as quickly as in 10-15 minutes from scratch to gaming table
Be more varied than ever - avoid cliched anti-climatic story arcs
How... [click here for more]

A mysterious cult worships something called "the Vortex" in a temple like nothing anyone in the Ninth World has ever seen. PCs explore the strange complex to find a missing boy, and become embroiled in multiple scenarios, one of which might just take them unimaginably far from home! This 18-page adventure was the GenCon 2013 Numenera "launch" scenario, presented in two... [click here for more]

Love, courtship, and sexual practices in the Ninth World.Love and Sex in the Ninth World is a guide to integrating elements of love and sex into any Numenera story or adventure. In addition to details on Ninth World relationships, courtship rituals, commitment ceremonies, and sexual practices, it provides game master advice on how, when, and why to add love and sex to your... [click here for more]